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Standalone FBX Animations?

Discussion in 'Animation' started by xexuxjy, Oct 27, 2015.

  1. xexuxjy

    xexuxjy

    Joined:
    Feb 10, 2014
    Posts:
    18
    Apologies if this is the wrong forum, but does anyone have any information on how standalone fbx animation files could be generated and mapped to a particular model?

    I have a number of models that have the same general humanoid skeleton ,though there can be a number of differences between them. The animation files that I have contain information on the bone names that they animate and from that I can map from the animation bone data to the skeleton bone data. Each model has a number of it's 'own' animations, along with a common pool of animations that could apply to any humanoid model.

    What would I need to do to make sure that the common animations could be used with a given model? Do I need to do something like ensure that FBX nodeId's generated for bones and so on are constant across all the animation files, or are there any guides to doing this sort of thing?

    Just to clarify, this is for the Legacy Animation system, rather than Meccanim

    Thanks,
     
    Last edited: Oct 27, 2015
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Sounds like your half way there without much knowledge of how mecanim works.
    Just check the learn section - most of the answers you seek are given in there - in particular the character animation section and bringing your character to life video.
    More information is available in the docs and you can look up the forum mecanim expert - mecanim.dev for any additional information needed.
     
    xexuxjy likes this.
  3. xexuxjy

    xexuxjy

    Joined:
    Feb 10, 2014
    Posts:
    18
    Thankyou.